Medium Humanoid (Drow), Chaotic Neutral
Armor Class 16 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws CHA +5
Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Elvish, Undercommon
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. 

Aramir has advantage on saving throws against being charmed, and magic can't put Aramir to sleep.

Sunlight Sensitivity. 

While in sunlight, Aramir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Superior Darkvision. 

Aramir's darkvision has a range of 120 feet, instead of 60

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

Magic. Aramir knows the Dancing Lights cantrip.

Upon reaching 3rd level, Aramir can cast the Faerie Fire spell once with this trait and regains the ability to do so when he finishes a long rest.

When Aramir reaches 5th level, he can cast the Darkness spell once and regains the ability to do so when he finishes a long rest. Charisma is the spellcasting ability for these spells.

Drow Weapon Training. Aramir has proficiency with rapiers, shortswords, and hand crossbows.

 
 
Reactions

Parry. Aramir adds 2 to its AC against one melee attack that would hit it. To do so, Aramir must see the attacker and be wielding a melee weapon.

Monster Tags: NPCSidekick

Habitat: Urban

B_U_R_P_C_A_P_T_A_I_N

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